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Counter Strike: Source FAQ/Guide
Written by Zairoll the Squirrel (AKA Ian McNamee)
Version 1.0
zairoll@gmail.com
Copyright 2005 Ian McNamee
//------------\\
4-27-05 UPDATES
\\------------//
-Added new general tips.
-Fixed various errors in weapons section
-Added strategies for cs_compound and de_train
-Edited dust level strategies
-Added new useful spots for several levels
------------
Table of Contents
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
1 Intro
2 General Information
2.1 Game Concepts
2.2 Controls and Buy Scripts
2.3 General Tips
3 Weaponry and Equipment
3.1 Pistols
3.2 Shotguns
3.3 SMGs
3.4 Rifles
3.5 Machine Gun
3.6 Equipment
4 Specific Map Strategies
4.1 de Maps
4.1.1 de_aztec
4.1.2 de_cbble
4.1.3 de_chateau
4.1.4 de_dust
4.1.5 de_dust2
4.1.6 de_piranesi
4.1.7 de_prodigy
4.1.8 de_tides
4.2 cs Maps
4.2.1 cs_compound
4.2.2 cs_havana
4.2.3 cs_italy
4.2.4 cs_office
4.3 Custom Maps *COMING SOON*
5 Frequently Asked Questions *COMING SOON*
6 Legal Stuff
7 Contact Information
8 Thanks
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--------------
// 1- Intro \\
--------------
This is my first attempt at writing an FAQ for GameFAQs, but I hope it will
prove useful to any new Counter Strike: Source (AKA CS:S) players, as well
as maybe even help out a vet or two somewhere out there.
My main goal with this FAQ is to focus on providing detailed strategies for
specific maps, both strategies for a single player and for the team as a whole.
In addition, I hope to provide complete newbies to the game with enough
background knowledge to jump in and start scoring kills.
I would also like to point out, that although I am good at CS:S, I doubt my
knowledge of the game is flawless. If you spot anything about this guide
that should be changed, revised, added or moved, let me know. I can be
contacted on AIM at Zairoll7 and via E-mail at zairoll@gmail.com
----------------------------
// 2- General Information \\
----------------------------
----------------------
:: 2.1 Game Concepts::
----------------------
What is Counter Strike: Source?
Counter Strike: Source is the follow up to the intensely popular Half Life
mod, Counter Strike. CS:S feature refined game play, including improved
graphics, physics, and plenty of subtle game refinements.
However, CS:S is very different from many other first person shooters because
it takes great care to mix realism into the game play. Unlike many shooters
where team-based means, "The team that has better players wins," CS:S relies
heavily on a team's ability to play well as a whole. Even a team of great
players can be crushed by newbies if they can't work well together. In
addition to this, life is a precious commodity. CS:S is divided into rounds.
During each round, players will buy weaponry and battle to either complete an
objective or to kill the other team. However, if you die, you don't get to
come back until the next round, so running forth and getting killed is rarely
a good strategy. Also, camping is next to impossible and also unwise. This
is because players almost always travel in groups. If a camper kills one of
them, then the rest will quickly determine the camper's position.
At the end of each round, both teams are given money to buy more weapons with.
(Significantly more money is given to the winning team.) Also, every time
you successfully kill an enemy, you are awarded $300. Because of this, the
winning team will often continue to win, because they have the needed money
to afford the best weapons. Don't let this discourage you though, as you
can simply not buy anything for a few rounds to save up for some good
equipment.
In CS:S, communication is a must. If you have a mic, dig it out, because
they're far superior to textual communicating. Valve has also kindly
added several commands that can be quickly called that give information to
your team members. Learn to use these, and try to plan your next attack
between rounds.
On each map, there is an objective. On de_ maps, the goal is for the
terrorist team to plant a bomb and protect it until it detonates. On
cs_ maps, the goal is for the Counter Terrorists to liberate a group of
hostages from the terrorists. Therefore, if you can win by completing
an objective, you are on the offensive. You get three kills for managing
to complete an objective, so always try for it.
**NOTE** - If you are on the offensive, attack. Hanging back will very rarely
work for your benefit, and many dead spectators will get very mad if you're
the last living player on the offensive team and refuse to move forward.
Therefore, the following things should be taken into consideration:
-Travel in groups, splitting up means a lower chance of survival.
-Do not camp, even a newbie can find and kill a camper.
-Communicate with your team. If you are losing, it might be because
you aren't coordinating yourselves.
-You can, and will die quickly. Try to not expose yourself.
-If you're on offensive, push forward when you get the chance.
----------------------------------
:: 2.2 Controls and Buy Scripts ::
----------------------------------
WASD - These keys move you around. W is up, A is left, D is left, S is down.
Mouse1 - This fires your weapon. Pretty straight forward.
Mouse2 - This will perform a secondary fire, if available for your weapon.
MouseWheel - This goes through your weapons. Pick one and click to switch.
SPACE - Jump.
Ctrl - Crouch.
Shift - Walk. (Silent)
1, 2, 3, 4... - Accesses the weapons in these slots.
Q - Switches between your current weapon and the one you last held. This is
extremely useful, and will be discussed more in depth in the next section.
E - Use. This can open doors, as well as defuse bombs.
R - Reloads your gun. Careful, this can take a while.
F - Flashlight. Avoid turning this on, as your position becomes obvious.
G - Drops your current weapon. Useful if you see a better gun on the ground
or run out of ammo.
B - Buy. This accesses the buy menu when you're at your team's spawn point.
This is used to purchase your guns for a round.
Y - Speak. Note: This can be seen by all teams, so don't reveal anything.
U - Teamspeak. On U, on your team can hear you scream.
K - Voice communication.
Z - Standard Radio Messages. All of the radio messages are very useful.
Don't hesitate to use them.
X - Group Radio Messages.
C - Report radio messages.
M - Select Team
TAB - Display Scores
N - Nightvision toggle
T - Spray (Paints a chosen image onto the surface)
f5 - Screen Shot
J - Cheer
BUY SCRIPTS - Buy scripts are setups where you tell CS:S to recognize certain
keys as commands to purchase your weapons. GameFAQs has a great
FAQ on this, so check it out.
----------------------
:: 2.3 General Tips ::
----------------------
- BURST FIRE! With a few exceptions, you never want to hold down the trigger.
Most guns in CS:S quickly lose accuracy after two or three bullets, you it's
crucial that you merely tap the mouse button.
- HEAD SHOTS Head shots are utterly devastating, resulting in instant kills.
Train yourself to aim for the upper chest, and if you burst fire, the recoil
from your gun is likely to plant a bullet in your foe's brain.
- JUMP When you hear that gunshot, jump. Unless it will give your cover away,
try to jump. Most players aren't prepared for their prey to leap in the air,
which may just give you the time needed to kill them.
- QUICK MOVEMENT The speed of your player is based on the weight of your gun,
so when the round starts, switching to the pistol or even better, your knife,
will result in much faster movement.
- BLOOD IS GOOD When someone gets shot, they will leave blood decals on the
side away from the shooter. Therefore, with a keen eye, you can almost
always figure out where an enemy is hiding. Just remember, blood stains are
away from the shooter.
- DIRECTION OF SHOTS When shot, one, two, three, or four red bars will appear
on the screen. These tell you where you're being shot from, so if the left
bar lights up, don't go looking behind you, because the gunner is obviously
off to the left.
- SOUND AND SILENCE Sound is important. You can frequently figure out where
other players are from their noisy footsteps. If you're alone, pause every
so often and listen for footsteps. Also, you can silence yourself in two
ways. By holding either Ctrl or Shift (crouch/walk) you will stop making
noise. Use this if you're nearing an enemy's position undetected.
- SHADOW LEAKS Often times enemy shadows will "leak" through walls. Even if
you have to turn down every other feature on the game, try to turn on high
shadow detail. (Not shader) This can help detect enemies around you, though
technically a glitch.
- USE SPECTATOR When you die, you enter spectator mode. Provided the server
has not disabled the ability to watch enemies, search through your foes.
Try to find out where they're hiding so you can catch anyone that hides there
again.
- SMOKE, FLASH, NADE Always consider buying a nade at the start of a round.
Each has its own uses, which are discussed in weapons.
- SIDEARMS Your sidearm is far more useful than you may think. If you're
using a gun with a long pause between shots (like a sniper rifle), just
press Q twice to switch to your sidearm and back to your rifle. Also, if
your ammo runs thin and you're in a firefight, switch to the sidearm instead
of pausing to reload.
- CROUCH TO AIM When you're taking your first shot, if you can, try to crouch.
Crouching increases your accuracy a huge amount, and also makes you a smaller
target. However, don't try this in an intense firefight, as you'll get
quickly gunned down because of your decreased speed.
- FRIENDS ROCK Stay with your team. Unless you're unbelievably good, you'll
quickly die alone, and being in a group does nothing but increase your
chances of survival.
- DO NOT BLOCK Blocking is when you get in the way of your team members, and
should be avoided. Just hang back, even if it means fewer kills for you.
If you do block, apologize at the next chance, and if you were there first
and are blocked, don't get too pissed. Many people have trouble grasping
this one.
- MIX IT UP Your team isn't going to win by being predictable, so try to
alter your strategies occasionally. Especially if what you're doing
isn't working.
- SNIPERS HATE NADES For snipers, few things are worse than getting flashed
or having vision obscured by smoke. I recommend smoking, then having one
person run in and through out a flash. A very important point: when you
smoke a sniper, get the smoke at their end of the arena. If the smoke is
on your side, they can still hit you, and they can fire wildly into the
smoke where you'll be popping out. Get it on their end, and they lose
these luxuries.
- ANTICIPATE Many players like to do the exact same thing if it works, so
try to expect them and respond in advance.
- SILENCERS Silencers are a mixed bag. They reduce accuracy, but quiet
your guns and get rid of muzzle flash (very useful when in smoke).
However, keep in mind that at a close range, the accuracy reduction is
small, so in close quarters, go ahead and put on the silencer.
- YOU CAN DEFUSE Many newer players don't seem to get the simple process
of planting bombs, defusing bombs, and getting hostages to safety.
To plant the bomb, select it from your weapons and hold mouse 1. To
defuse a bomb, simply look at it and hold down E. A defuser speeds this
up. To get a hostage, press E to talk to him.
- TURN UP GAMMA - In order to better see your foes, go into video and
turn up the screen's gamma (brightness).
- USE SCOUTS - If a teammate is trying to rescue the hostages, run on ahead,
being sure to stay in their field of vision so they can expect attacking
enemies. Or if you're mean, let them go on ahead, and if they die, steal
the hosties to earn points for yourself.
- WEAPON BAITING - Got a gun everyone likes? Running low on ammo? Bait.
This is a really vicious strategy, but can work very well. If you have a
gun most players like (m4 is a good choice), but you're running low on
ammo, deplete the ammo and throw it somewhere. Then, hide off to the
side and if someone goes for the weapon, nail them with your sidearm. Try
to get the weapon to land in a place where they won't think they'll be
exposed. (Source: ShadeKun)
- EMPTY WEAPONS - This is outright mean, but it can work. If the server
you're in starts rounds with somewhat high cash (around 1400 is great,
since you can just barely afford the low end SMGs), then buy a cheap
weapon and empty its ammo. Now, make sure your sidearm is ready, and
when you see an enemy, throw the empty weapon. If you're close enough,
they'll grab it, but auto-switch to it. Essentially, they will have an
empty gun as you cap them in the head. (Source: ShadeKun)
- SIDEARM OVER PRIMARY - ShadeKun writes: "There's a technique I mastered
using, which is side arm over primary. Which means use the Side arm instead.
It doesn't work against people who are 1337 at CS (they generally kill you in
1-2 shots, and you have to hit them 2-3 times), but will work against decent
people. Keep the side arm out and fire 1-2 shots into the enemy go for
cover, and switch to your primary, this usually catchs a lot of people by
surprise because they thought you were pistoling it, and you can get a quick
kill. It's also good for softening people up for the kill, so 1-3 shots from
a side arm such as the .228 compact, and then switch to the AK, and you're
guarenteed to kill them in 1 shot from the AK :D You won't use this for just
one guy, it's much easier just taking them down with your primary, but for
2-3 people, it's a great way to deal with them, because you just have to hit,
and run, and pick them off..."
- BLOCK SNIPING - Do this, and you will be accused of hacking. It's very
simple, just find a box about the same height as you. Stand behind it,
and use the top of the box as a guideline to nail people in the head.
You'll be hard to see, hard to shoot, and racking up headshots.
(The best places to try this are on dust and dust2, since the boxes are just
the right size to go box sniping.)
- SPRAYING - In most situations, burst firing is a better choice than spraying
your gun, but there are exceptions. The key is that when you spray, the
bullets will go upwards. So, at close quarters, you can safely spray at the
feet or lower torso of an enemy and hit them in the upper body/head.
- LINE UP CROSSHAIRS - Before you turn a corner, try to guess where the enemy
is most likely to be. Then try to guess where their head will be. Then turn
the corner. You'll quickly learn to do this instinctively.
- DON'T BE A HERO - Do not rush in, trying to act like Rambo. You won't last
long, and you probably won't kill much. Unless your whole team is charging,
shouldn't. CS is about teamplay. Remember that.
Got more tips? Send them in!
------------------------------
// 3 Weaponry and Equipment \\
------------------------------
To buy your weapons, press B at the start of a round, or make a buy script.
(Check automatkalashnikov47's FAQ on GameFAQs for details on this.)
Grading Scale:
1/5 - Minimal practical application. Avoid.
2/5 - Limited application.
3/5 - Little application, but useful in some situations
4/5 - Versatile, capable of being used in many or all situations
5/5 - Extremely versatile and deadly in most or all situations
----NAME---- -ALIAS- -COST- -ROUNDS PER CLIP- -GRADE-
Px19MM Sidearm - glock - 400 - 20 -2/5
KM .45 Tactical - usp - 500 - 12 -3/5
228 Compact - p228 - 600 - 13 -1/5
Night Hawk .50C - deagle - 650 - 7 -5/5
ES Five Seven - fiveseven - 750 - 20 -2/5
.40 Dual Elites - elite - 800 - 30 -5/5
Leone 12 Gauge Super - m3 - 1700 - 8 -3/5
Leone YG1265 Auto Shotgun - xm1014 - 3000 - 7 -4/5
Schmidt Machine Pistol - tmp - 1250 - 30 -2/5
Ingram Mac-10 - mac10 - 1400 - 30 -2/5
KM Sub-Machine Gun - mp5navy - 1500 - 30 -2/5
KM UMP45 - ump45 - 1700 - 25 -1/5
ES C90 - p90 - 2350 - 50 -3/5
Clarion 5.56 - famas - 2250 - 25 -4/5
IDF Defender - galil - 2000 - 35 -2/5
Schmidt Scout - scout - 2750 - 10 -4/5
Maverick M4A1 Carbine - m4a1 - 3100 - 30 -5/5
CV-47 - ak47 - 2500 - 30 -5/5
Bullpup - aug - 3500 - 30 -4/5
Krieg 552 - sg552 - 3500 - 30 -4/5
Krieg 550 Commando - sg550 - 4200 - 30 -5/5
D3/AU-1 - g3sg1 - 5000 - 20 -4/5
Magnum Sniper Rifle - awp - 4750 - 10 -4/5
M249 - m249 - 5750 - 100 -3/5
Kevlar -vest - 650
Kev+Helm -vesthelm - 1000
Flashbang - flashbang - 200
He Grenade - hegrenade - 300
Smoke Grenade - smokegrenade - 300
Night Vision - nvgs - 1250
Defusal Kit - defuser - 200
Knife
-----------------
:: 3.1 Pistols ::
-----------------
Px19mm - This is the standard terrorist pistol, often called the glock. It has
*T-START* a nice clip size, as well as some great accuracy. Unfortunately it
does next to no damage. Fortunately, you can make up for this by
using the 3-shot burst at close range, or just headshotting someone.
It's definitely an undervalued pistol, especially given its tendency
to score headshots with ease.
KM .45 Tactical - This is the standard counter terrorist pistol, and is very
*CT-START* useful. It fires very fast, has a decent 12 bullet clip,
and is reasonably accurate. It also has a silencer, which
is great for the opening pistol round. Head shots are very
possible with this gun as well.
228 Compact - This is a mediocre gun. It's better than the glock and USP, but
it can really match the Deagle or Five-Seven. Still, in a pinch
it can be useful with its decent clip size and good power.
Night Hawk .45C - The deagle is the classic sidearm. Though it's clip is tiny
and the firing rate is laughable, the sheer power of this
handgun makes it worth the cost, as it is capable of downing
an enemy at alarming speeds. Also, if you crouch, the first
shot can be made extremely accurate. Overall, a great pistol.
ES Five-Seven - This pistol is fast, furious, but lacking in power. Accuracy is
*CT-ONLY* incredible though, as it provides great first shots and can go
up to head shots with ease. Also, it's armor piercing, so
kevlar won't stop it. It makes it great for softening up an
enemy.
.40 Dual Elites - The elites are monsters among pistols. Though expensive,
*T-ONLY* these babies have it all. They can be fired very fast,
and their clips are huge, ticking in at 15 per gun, or 30
total. Unfortunately, they aren't very accurate, so they
act mainly as cover-fire weapons.
------------------
:: 3.2 Shotguns ::
------------------
Leone 12-Gauge Super - This pump-shotty is definitely a powerful weapon. With
eight shells that all have a massive impact area, it
acts a cannon at close to medium range, and can rip up
players. Be careful though, it has to be pumped between
shots, which means you won't get many chances, so you
must make every kill count. Also, you don't lose much
accuracy with this, since it's a spread weapon, so try
jumping in combat to throw off your enemies.
Leone YG1265 Auto Shotgun - The auto-shotty is brutal. It can be fired very
quickly, and at close to medium range is completely
brutal. Like the pump, it can be fired while
reloading, but no longer needs to be pumped with
each shot. If you're going to be at very close
range, then you'd be hard pressed to find a better
gun.
--------------
:: 3.3 SMGs ::
--------------
Schmidt Machine Pistol - The TMP is a fully silenced SMG. This thing is very
*CT-ONLY* quiet, and the first shot is quite accurate. Sadly,
it does very little damage and the accuracy quickly
worsens. On the other hand, if you spray at someone's
feet, it transforms into the headshot wand. The gun
has so much recoil when spraying that you can score
lucky headshots with relative ease.
Ingram Mac-10 - This tiny SMG packs quite the punch. Its accuracy is weak, but
*T-ONLY* for the size and price, it does plenty of damage, so for early
game close-quarters confrontations, it's a great choice. Like
the TMP, it has a brutal spray, which can nail someone in the
head from the feet.
KM Sub-Machine Gun - This is the standard SMG. Everything about this gun
screams middle-of-the-road, but when you're strapped for
cash, it's a great choice. First shot accuracy is great,
and it's powerful at a short range. A very balanced gun.
KM UMP45 - Maybe I'm missing something, but this gun sucks. Its accuracy is
atrocious, and the firing rate is unbelievably slow. Add a tiny
clip and not even the decent power of this SMG makes it worth the
cost. It can, admittedly, kill with one headshot, but that doesn't
make it worth the other faults.
ES C90 - Ahh, the p90 is a wonderful gun. With a massive 50 bullet clip, it
is easily one of the most useful SMGs. It's power is moderate, and
the spray is great. Also, the first shot on this thing is astounding
considering that it's an SMG. If you're buying an SMG and have the
money, get this one.
----------------
:: 3.4 Rifles ::
----------------
Clarion 5.56 - For the price tag, you can't do much better than the famas.
*CT-ONLY* The clip is a bit on the small side, but the other features
make up for this. It's very accurate, even when on the run,
and the secondary fire sets it to a triple shot burst. If
needed, it can also unleash a decent spray as well, making it
a gun that is both versatile and deadly.
IDF Defender - People often seem to overlook the defender, but it's
*T-ONLY* actually a very useful rifle. In addition to the low price,
it packs an incredible punch, along with a pinpoint first
shot. In addition, it has a 35 bullet clip. The spray is a
little too inaccurate though, but the pros make that easy to
overlook.
Schmidt Scout - The scout is the real man's sniper rifle. It's fast, cheap,
accurate, and powerful. Many of the best snipers will use
this and score constant head shots with it. Also, the power
is good enough to take down enemies without armor with one
shot to the chest. The AWP does beat it, but if you're not
playing seriously, then the scout is a better choice, since
when you shoot someone with the scout your sexuality won't
be questioned.
Maverick M4A1 Carbine - This is the monster rifle of the game. It blends
*CT-ONLY* astounding accuracy, nearly rivaling a sniper
rifle, with excellent power, and a silencer. The
spray is brutal as well, and stays extremely
concentrated. At any range and against almost any
other gun, the m4 provides a huge advantage.
CV-47 - The terrorist signature rifle is almost as good, if not better than
*T-ONLY* the M4. The first shot is unbelievably accurate, making it
effectively a sniper rifle with no zoom. It also does a lot of
damage, and when fired in bursts can quickly stop a fully armored
foe. Unfortunately, its spray goes everywhere, so bursting is a
must, even at point blank.
Bullpup - This rifle is designed to be as versatile as possible. It's bullets
*CT-ONLY* are very powerful, and it's accuracy is superb. Secondary fire
zooms it in, allowing for quick but responsive assaults. Zoom out
and the spray becomes very useful and far more concentrated than on
most rifles. In short, if you don't know what you're in for, bring
the bullpup.
Krieg 552 - The terrorist equivalent of the bullpup is almost identical.
*T-ONLY* This one packs a better punch and an even better spray, but it
unfortunately is not as accurate for zoomed in shots. Still, in
a pinch, this is the terrorists' all-purpose rifle. Fire at the
feet for incredible results.
Krieg 550 Commando - The Krieg 550 is the CT autosniper, and is therefore
*CT-ONLY* loved by some and hated by others. Effectively, this
rifle features a full-zoom, 30-bullet clip, and can
be fired without cocking the gun between shots. It
can definitely hold some areas well, but watch out, as
enemies will get pissed if you use it and do everything
in their power to slaughter you.
D3/AU-1 - Imagine a Schmidt Scout. Now give it autosniper capabilities. You
*T-ONLY* have just envisioned the D3/AU-1. This monstrous and expensive
sniper rifle packs one hell of a punch, and fires very fast. As
with the Krieg 550, expect cries of foul play, but this is one
astoundingly powerful rifle.
Magnum Sniper Rifle - Possibly the most controversial CS:S weapon, the awp
is the game's version of a one-hit kill gun. Capable
of killing with a shot to the knee, this brute of a
gun is hated by many, loved by many more. It's a very
slow gun, but that's to be expected with its power. When
fired, it unleashes an extremely loud blast, making it
blatantly obvious when someone is using it. If you're
playing seriously, then this is the sniper rifle of
choice.
---------------------
:: 3.5 Machine Gun ::
---------------------
M249 - The spray and pray gun, the M249 packs a 100 bullet clip and a spray
that can take down the best of the best at close range. Though slow
and expensive, you'll still be blasting away with this as your foes
frantically reload. Also, if you let it calm down, you can pull of a
moderately accurate first shot with this. It's not the most useful
gun, but in some situations it reigns king.
-------------------
:: 3.6 Equipment ::
-------------------
Kevlar - Kevlar is your body armor. For 650, it's a good add on if you
have the money, but if not, don't worry too much. If someone has
your number, kevlar isn't going to stop them.
Kev+Helm - A good choice if you've got an extra 350 to spare. These can stop
headshots outright, much to the bane of others. When you have the
cash, get this!
Flashbang - This cheap grenade flashes, blinding enemies and obscuring their
audio. It can be useful, but make sure your team mates don't get
hit as well, since they'll get pissed.
He Grenade - A standard nade, the HE grenade is useful mainly to chip away at
health and to intimidate. Chuck them around corners to put your
foes on edge and hopefully knock off some health here and there.
Smoke Grenade - The smoke nade does what it sounds like, makes a smoke mask.
If you're on defense, don't use these, but when you're on the
offensive, they'll help hide you as you push forward. A great
method is to use silenced guns in them, since the enemies won't
be able to see muzzle flashes.
Night Vision - Plain and simple, these aren't worth it. Too expensive for that
extra light, though they look cool.
Defusal Kit - CT's use these on de (bomb) levels to speed up their defuse time.
You don't need one to defuse a bomb though.
Knife - Everyone has a knife, and it stabs. Not much damage here, but great
if you want to humiliate someone whose back is turned. It's an
instant kill if you use the right click stab in someone's back.
(Please verify that, I'm pretty sure it works like that, but I don't
knife enough to be sure.)
-------------------------------
// 4 Specific Map Strategies \\
-------------------------------
-------------
:: de Maps ::
-------------
|| 4.1.1 de_aztec ||
--------------------
Level Info: Aztec is a massive, wide open level. The terrorists are trying to
blow up the ruins (No one knows why), while the CTs defend them. Points of
interest are the double doors, which are one of the prime rushing spots for the
Terrorists. Also the bridge, on which there are frequent sniper battles. Also,
players often go water, taking the path under the bridge and through the swampy
ground to try to catch the CTs off guard.
Terrorist Strategies
--------------------
Rush DD - In this, the terrorists barrel towards the double doors, run though,
and begin to slaughter the CTs as fast as possible. If the CTs aren't ready
for this, it works like a charm, quickly tearing the CT force apart. However,
if they're expecting it, then the T's won't stand a chance. Someone should be
sure to smoke in the doors, but avoid flashes.
Rush Bridge - Like rushing the double doors, the terrorists haul ass towards
the bridge and run across, disregarded snipers and chucking HE grenades. Do
*NOT* use flashes here, as your team will probably be hurt far more. Just
don't stop, and if you're not expected there will be an easy victory.
Rush Water - Same as the above two, except you rush the water. Water is often
poorly guarded, so this can be used occasionally for an easy slaughter. You
should also try to specify the ramp to go up, so the team doesn't split on
the way.
Hold Back - Under this, the T's hold back until one side weakens enough to
be broken through. This doesn't often work though, as the CTs can easily
outcamp you. However, with good snipers at the bridge and water, it can be
very successful.
Counter Terrorist Strategies
----------------------------
There really aren't any CT strategies for this map, so just hang back, and
if you need back up, call for it.
Tricky and Useful Spots
-----------------------
1- By the CT spawn, there is a bunker shaped ruin with a crate next to it.
You can climb on this box and up onto the bunker, and people rarely check
here, so it's a great spot to surprise someone at.
2- On the CT side of the double doors and next to the big water ramp, there
are a couple of boxes and stones. It's not easy, but you can climb up these
and leap onto the big overhang, which people don't often check. Practice this
before trying it in a game though.
3- In the tunnels to the right of the CT spawn, you can hide behind the doors
and most people won't notice you.
4- In the water, there is a bright light above a cube stone. Jump into the
light on the stone and your outline will be obscured, making you very hard to
see.
5- By the CT and T spawns, there are strange wooden door frames with rocks in
them. It's possible to leap into these, making you hard to see, but it won't
last long.
6- At the terrorist spawn you can hide along the ledge by the stairs, but most
people check there quickly.
7- At the tunnel below the terrorist side of the bridge (in water), you can
sometimes see CTs from below and snipe them, but this isn't easy.
8- At the bottom of the long ramp is a very dark area you can often hide in.
9- At the end of water closest to the Ts, there is a stone slab lying against
a wall. This makes a great crevice to hide in.
|| 4.1.2 de_cbble ||
--------------------
Level Info: Cbble places the T's and CT's in a large villa complex. The T's
can either head to a large courtyard, or into some hallways to the left. There
is also a large tower by the Terrorist spawn. The CT's can either head to bomb
site B, where the terrorists will bottle neck leaving the halls, or to guard the
ramp and corridor, which both connect the courtyard to bomb site A.
Terrorist Strategies
--------------------
Rush B - This is pretty simple. All the terrorists simply charge towards the
hallways towards B. They charge out of the door, throwing grenades and simply
flood B as fast as possible. From there, the bomb is planted and they simply
guard B until detonation. Unfortunately, the whole team needs join in on this,
since the snipers that can stay at B can easily stop this rush if there are too
few people. However, if everyone does it, it will provide an easy win. Don't,
however, try it two times in a row.
Rush A Middle - Another flood tactic, the T's get to the courtyard and run
down the ramp. Often times, the majority of CT's go to the left corridor
and to B, so this will often work multiple times in a row. Be sure to smoke
the ramp as you go down it so that snipers on the far side can't do too much.
Rush A Corridor - The corridor to A, left for CTs, right for Ts, is the target
this time. Unfortunately, this requires unbelievable speed, so only Ts who
spawn closest to the courtyard can do this efficiently. As you run in, spray.
It's a small corridor, so if the whole team gets in, the sprays will coat the
hall, making it almost impossible for the CTs to stop. Remember, this will
typically only work once, and requires a lot of people who are moving *FAST*.
Hanging Back - This is often what happens, and surprisingly, it often works
well. For Ts going to B, be careful to not pop out for too long, as snipers
at B can make fast work of you. For those are A, keep popping out and
attacking both the corridor and ramp. Be wary of snipers above the ramp,
but they're relatively easy to take down. Eventually the Ts will either
break through somewhere, or the CTs will. Whoever breaks through first
gets to loop around and kill the other team from behind.
Counter Terrorist Strategies
----------------------------
Multiguard - Unless there are special circumstances, CTs should just try to
guard everything. It is best to have a few campers at A, snipers over the
ramp, snipers and gunners at B, and lots of firepower in the corridor. If
the T's seem to be rushing, call for help, and hopefully backup will come
quickly.
Rush Courtyard - Often the Ts focus more on the courtyard than the halls,
and this is the solution. Simply run right down the ramp and swarm up into
the courtyard and waste the Ts. Also, consider sending a person to snipe from
over the ramp, since the distracted Ts probably won't take them down quickly.
Keep an eye on the T's tower, as they may try to snipe from it.
Rush Through B - This doesn't happen often, which is why it works. If the CTs
simply charge through B, it will only take a few seconds for them to come into
the courtyard from the side, which the Ts will not expect. It makes for quick
and easy slaughter, but won't work many times in a row.
Tricky and Useful Spots
-----------------------
1- Sniper points: cbble is loaded with prime sniping spots, so here they are.
1-Terrorist tower overlooking the courtyard.
2-Terrorist windows overlooking the T's spawn ramp.
3-Counter Terrorist windows overlooking the courtyard
4-Counter Terrorist platform at the back of B.
2- The connecting room to the right of CT spawn is great, since Ts at A will
have difficulty spotting you easily.
3- At A, there are some boxes in the back corner next to the bomb marker. If
you climb onto these and crouch at the back, you can some how shoot into the
dark room, but they cannot spot you. This is great for guarding A for
whatever reason. Also, as a bonus, sometimes you'll get shot and fall into
the boxes, which looks awesome.
4- As the Ts come up their ramp from spawn, they normally head left into the
courtyard. However, you can go right and hop into the bushes. From a
distance, you'll be impossible to see, and if you procure a silenced weapon,
you can safely pick off anyone who enters the courtyard.
5- At A, there are a whole lot of boxes next to the dark room. If you go
around to the far side of these (close to the edge of the level), there
is a small crevice you can hide in. It's great for guarding a planted bomb.
6- At B, there is a lone box on the side of the room. People rarely pay
attention to it, so you can easily hide behind it and waste anyone who tries
to plant without plenty of support.
7- In the corridors the terrorists take to B, right next to the entrance into
B, the Terrorists can climb up some boxes. This lets you shoot out into the
B courtyard, but be careful, you'll be quickly spotted, so don't stay there
for long.
8- At the spot where the terrorist corridors connect with a, there is half
of a massive door lying against the wall. Slip into the opening this makes
with the wall, and you've got a great snipe/camp spot. If you're being
pursued through the halls, duck into this as you exit, and you can turn the
tides quickly.
9- At the door where the T-spawn connects with the terrorist corridors, there
are several boxes next to the door. You can both hide behind these boxes, and
use them to climb up onto the door frame.
|| 4.1.3 de_chateau ||
----------------------
Level Info: This seems to be the most hated level. It's a complex, but small,
mansion that produces very close quarters firefights. The Ts can go left from
their spawn to A, head right and either go to B, or go through the planks to B
or A. (The planks are the second left in the sewers.)
Terrorist Strategies
--------------------
The terrorists will basically go either A or B. The key is to make sure that
*ALL* of the terrorists go the same way. If the teams divide, then the Ts
lose all hope of victory.
Rush A - This is simple. The T's run to a and start climbing into the windows.
They should also smoke the center to the bomber can plant safely. Also, for
some added force, have some terrorists head up into the window. (Check Tricky
and Useful Spots) and also go up through the planks and approach A from the
rear.
Rush B - Run towards B. Rush up the stairs and into B. Oftentimes, people
pause here, which isn't actually that bad, but don't wait too long or the CTs
from A will catch you from behind. Once in B, have some people swarm the lower
floor and some sweep the upper. If you're fast enough and the CTs didn't swarm
over here, it'll be an easy win. Plant the bomb in the very center of the
B courtyard if possible, so it can be more easily guarded. During this rush,
have a couple Ts go to the planks to catch anyone guarding B from behind.
Counter Terrorist Strategies
----------------------------
As far as the CTs are concerned, the key to winning this map is to always
keep putting pressure on the Ts. The team *MUST* divide somewhat evenly,
or one side will be quickly rushed and crushed. Once you determine what
side the rush is coming from, call for help, and hopefully CTs from the
other bomb site will catch up quickly and stop the terrorists before the
bomb is planted.
Tricky and Useful Spots
-----------------------
1- The terrorist spawn site. I've witnessed good awpers cause major
problems for the CTs by camping here and picking off the reinforcements as they
pass. If you're a CT, watch out.
2- On the upper floor of B, there is a shortened pillar, which you can climb up
and use to reach a wooden ledge up top. It typically takes a while for people
to check there, so you can often stop bomb defusals at least once.
3- The CTs have some very nice guard spots at B, that are oddly hard to stop.
Firstly, if you go around the left side of B, you can shoot into the sewers
through a small hold in the window, which can really slow down a B rush. Also,
by going to the right, you can crouch in the door frame on the right, which is
hard to see into. You can often mow down a couple of Ts who rush through,
expected their prey to be on the far side of the hall, not a few feet away.
Finally, you can hide in the stairwell next to the sewers and shoot Ts who try
to rush out.
4- When going A, Ts will notice a small piece of earth beneath a window. By
having one T crouch on this plot, other Ts can use him as a stepping stone to
climb into the windows. This is good, but if two or even one astute CT checks
this spot, then don't count on getting through. That said, CTs, *CHECK THE
WINDOW*
5- Above the planks. CTs can go upstairs from their spawn and camp above the
planks to help keep invading Ts out.
6- The grassy knoll. Remember the piece of earth beneath the window? If you
climb onto it and make a big leap to the right, you can get on that land mass
that separates the planks from the A route. This is a *great* sniping spot,
and can really cause problems for the CTs guarding planks.
7- To the right of the barrels. This isn't much of a spot, but no one ever
remembers to check, so I'll point it out. When going B, sometimes a T will
turn right at the big barrels and camp in the corner with a shotgun. Later,
as CT reinforcements file through, this lone gunman can easily wait a second
then slaughter the reinforcements effortlessly, so CTs, *CHECK FOR A GUNNER
TO THE RIGHT IN THE BARREL ROOM*
8- THE EASTER EGG ROOM. IN spectator mode, enter free fly mode and fly into
the main door of the mansion (at bomb site A). You'll find a small easter
egg room with a map of the Chateau.
|| 4.1.4 de_dust ||
-------------------
Level Info: Whether you love dust or hate dust, you can't argue that this is
the classic Counter Strike map. Here, the Terrorists will find themselves at a
large disadvantage, as they chose the wrong side of this middle eastern level
to begin their assault. The Terrorists will go to either the tunnel or the
underpass. At the tunnel, the terrorists can either go left or right, left
leading to bomb site A, and right leading to the area above the underpass. If
they go to the underpass, they will have to attempt to outsnipe and outgun the
counter terrorists who camp above and around the underpass. The keys to this
level are that the Terrorists need to constantly change their route of assault,
while the Counter Terrorists must be ready for anything to come at them.
Terrorist Strategies
--------------------
Rush A - This is the technique where the terrorists charge the bomb site as
fast as possible, gunning down CTs as they get to the bomb site.
Unfortunately, this results in the deaths of many Terrorists, which makes lots
of players hesitant to participate. However, if the ENTIRE team gets through
to A at full speed, then the victory will be fast and brutal. What's more, the
CTs will rarely get their stuff together fast, so you can often pull this off
at least twice before it gets too risky.
Rush Tunnel Right - Similar to A, the terrorists rush the tunnel, but this time
turn right. Often the only real problem here is snipers, but they will often
be distracted, trying to get a look into the tunnel. This also can work well,
but once again, only if the *ENTIRE* team makes the rush.
Rush Underpass - Not the best strategy, but useful on occasion. Rushing the
underpass can work, but if the snipers are good they can really tear into the
terrorist force. I recommend only using this after many successful A rushes,
so that the CTs will be distracted. It only works once, so make it count.
Hanging Back - Hanging back is a strategy used to mix up your game as a T.
Sooner or later, the CTs will get the hang of countering your rushes. The
solution is, of course, to not rush. When you're feeling beaten, convince
the team to hang back. Guard the tunnel from both sides, and have a few
people cover the underpass as well. Don't do this often, but do it a couple
times when things need mixing up. Often, the CTs will be anxious and will
come to you, allowing for an easy slaughter.
Counter Terrorist Strategies
----------------------------
The CTs have one main strategy for this level. Basically, they want to run
to A as fast as possible to counter rushes. If the Ts hold back it will be
an easy victory, and if they rush away from A, snipers can call for help.
The CTs have the advantage here, so use it, and try to discourage the Ts from
rushing by cutting them off.
Tricky and Useful Spots
-----------------------
1- A single terrorist can control the whole underpass with a single autosnipe,
because he can either stand behind the car at the T side of the underpass or
crouch closer the entrance. If any CTs try to get in, he can gun them down
with relative ease.
2- At the Terrorist entrance to the tunnel, there is a large box. If one CT
crouches, another can use him as a stepping stone to climb onto the box, which
can be useful once, since Ts don't often look there quickly.
3- To the right of the T-entrance to the underpass, there is a small area that
has a pair of barrels in it. If you hide behind the barrels, you'll be able
to see any CTs that exit the underpass, as well as have a good look towards
the main tunnels. It won't work more than once, but you can often get a few
good kills by camping here. (Source: ShadeKun)
|| 4.1.5 de_dust2 ||
--------------------
Level Info: Dust2 takes place in the same middle eastern area as dust, but this
time around it is far more balanced and very well thought out. This map offers
a great variety of strategies, as well as excellent tricks that can be used to
quickly turn the tides. The Level is shaped something like an 8, with the
teams spawning at each "middle" part of the 8. Heads up, as people can sneak up
on you from anywhere. The terrorists, if well coordinated, simply need to do
quick rushes, while the CTs will spread out and attempt to halt the advances.
Terrorist Strategies
--------------------
Rush Short A - A is to the right of the terrorist spawn, and can be reached
from two directions. The shorter path is aptly named, "Short A," and denotes
going down the very center of the level, and following the catwalk into A.
This is one of the most efficient rushes, as CTs often seem to pay little
attention to short A. In addition, it's very large, making it far easier
for the Ts to swarm it.
Rush Long A - The other way to reach A is through two sets of double doors to
the far right of the level. I would argue that this is the *WORST* terrorist
rush, as Long A can be very easily guarded, and by throwing grenades into the
sets of doors, the terrorists will fall like flies. Do this only if you're
sure you won't be expected.
Rush B - Instead of going right from the spawn, go left and go to B. The CTs
can easily counter this, but if you're prepared it shouldn't be a problem.
When you enter the dark tunnel before B, turn and look to the right, as the
CTs can come from the right faster than the left. To the left of this
building is a thin corridor, which is often sniped by the CTs, so while
team mates act as cannon fodder here, head to down the stairs on the right
and sneak up on B from behind.
The Other Rushes - Though possible, I never have seen the Terrorists rush down
then center than turn into A or B, but it could be done. Just don't expect it
to work particularly well, as the CTs can then attack you from both sides.
Fake Out - In a small team, there is a particularly powerful play on this map.
Send a couple of Ts towards B, but have them hide. Meanwhile, have the other
Ts smoke the middle and go long A. Make one hell of a ruckus. Soon, the CTs
will loop around to A, leaving B wide open for an easy plant. This works
wonderfully because if any CTs try to spot the center, it will look like the
Ts went to A. (Source: BigRam)
Around the World - Send the entire team to B, throwing smokes, flashes, HEs,
and some kitchen sinks. Then, don't enter B, but go back to the middle and
up to short A. The CT team will be struggling to get to B, and you'll go
right around 'em. (Source: BigRam)
Counter Terrorist Strategies
----------------------------
Guarding Short A - Guarding short A is relatively simple. Have some people run
out to stop the Ts as they come, while a few others hang back with snipers and
good rifles to provide backing fire. This is very good, because if the Ts
don't make an appearance, you can then run out and catch the Ts from behind
else where in the level.
Guarding Long A - The Ts have to really bottle neck at the double doors, so use
this to your advantage by throwing HE and flashbang grenades into the doors.
When they finally come out, it'll be like shooting fish in a barrel. Also,
someone should hide down the ramp near here, because if the Ts are foolish
enough to not check down there, that person can provide extra firepower. Like
guarding short A, this is a great method because if they don't rush Long A, you
can pass through and pick them off from behind.
Guarding B - This is the camper's spot, as you probably won't want to move from
here unless help is requested from others on your team. Basically here, have
some snipers shoot down the tunnel, and also have a couple gunners stationed
around the room, and also guarding the door access. It's a simple matter of
being patient, and you'll almost always get a few strays coming through here,
if nothing else.
Tricky and Useful Spots
-----------------------
1- From the terrorist spawn, you can see a tiny tunnel leading down towards the
CT spawn. Just buy a good sniper rifle and unload on any CTs that try to get
through the doors at the base of the ramp. Also, in a smaller server, you can
use this to determine if the majority of the CTs are headed in one direction or
another. Just call to rush the other direction afterwards. Also, CTs can do
this to determine the direction of the T rush.
2- In the building at B, shoot the barrels down onto the stairwell. This will
help slow anyone from getting up to nail you from behind.
3- At B, there is a hole in the wall. If you get up here, you can see in B, as
well as out towards the CT spawn and the base of the ramp. It's risky since
you can be shot from two directions, but you can see attacks coming.
4- Camping the CT spawn is a decent idea, since it's so dark. Unfortunately,
it's a ruse that won't last long, so leave after you take someone down.
5- Looping near B. This level's design is such that you can get anywhere from
anywhere. Near B in particular, you can loop all over the place. For example,
if you're a CT guarding B, and it's obviously under attack, leave and loop back
in by the staircase and nail the Ts from the side. The Ts can do this as well,
looping out and hitting B from the other side.
|| 4.1.6 de_piranesi ||
-----------------------
Level Info: Piranesi is set at a large castle setting, where the Terrorists
try, once again, to set off a bomb. The level is large, complex, and dynamic.
Do not stop, because you will almost *ALWAYS* be exposed on this level. No
matter where you are, you can probably be shot from several places, so a lot
of intuition is needed to play this level well. However, as the level is very
complex, I must first explain what I mean by each place.
A: the huge courtyard containing the A bomb site.
B: The smaller courtyard with the B bomb site.
Roof: The flat area by the castle ramparts.
Hall: This is just below the roof.
Gate: This is the set of doors beneath the hall and roof.
Corridors: This is the set of corridors within the building. Some are closer
to A and some closer to B, so I'll probably make distinctions
about these.
Terrorist Strategies
--------------------
Rush Short A - This may sometimes be called other things, and may even be
mixed with rushing straight A. It depends on the server, so keep your wits
about you. When I say short A, I mean running towards B, but turning and
bursting through the gate. This is a fast method, but the Ts will have none
of the higher ground, so be cautious doing this.
Rush Straight A - This may be mixed with Short A, but this is heading towards
A and tearing into the courtyard. Like short A, this isn't the safest method,
but its speed makes up for it.
Rush Straight B - Simply run straight to B from the bomb site. Simple, sweet,
and a very effective method. Use this if the CTs are ever providing too much
pressure at A.
Rush Roof - This is probably the best method for the level, simply charge the
roof and take it over. A couple Ts can use the window (mentioned in Tricky
and Useful Spots) to speed things up, while the others should head A and run
up the stairs. If you get to the top and take control, just plant the bomb at
A (you can see it clearly from the roof) and guard it.
Counter Terrorist Strategies
----------------------------
The key to playing a CT on this level is simple. Send a lot of people to take
the roof, which can prevent A plants. Send a few snipers to the CTs entrance
to A, as they can snipe invading Ts. Also, send a few to to Hall to fend off
any T attack, and also get some scouts to B, who should call back for help.
If your team balances itself like this, you can probably hold back the Ts with
ease.
Tricky and Useful Spots
-----------------------
1- This applies to both teams. If the terrorists run straight to B, they
should be wary of people above them, because the CTs can stand out on a
tiny platform and gun down invading Ts. This platform is right above the
sharp turn into B.
2- By the B bomb site, there is a heavily indented door. Hide in here, as
very few players seem to check it, surprisingly. This is superb for
guarding the bomb, as well as for simply surprising the Ts.
3- The window to the roof. If you're a T, you've surely seen the window
overlooking your spawn. What some don't realize is that you can get in
this. Just get out your knife for increased speed, and run down the rail
near the window. If you crouch-jump, you can just barely get in, which
can really speed up roof assaults.
4- The sniper stone. If you look from the CT entrance to A, there is a
window on the far side that Ts will often try to snipe from. However,
people often disregard the rock just below this window, which you can
sit on and blast unsuspecting people. It's not fool proof, but it will
often work at least once.
5- The scaffolding ladder. If you're a CT and go to the hall, before you
enter the room with the boxes, you'll notice a small ladder going up the
scaffolding. Climb this, and shoot the big box in the hall. You now get a
clear view of the terrorists, and they won't notice you quickly most of the
time.
6- The invisible spot. In the A courtyard, the variety of entrances make it
very dangerous to hang around. However, if you come in from the CT entrance,
you can turn a sharp right and camp next to the wall. Because of this spot's
location, you cannot be seen from above, or to the left. Essentially, you will
see almost all enemies before they see you.
7- Many unscrupulous players will slip into the CT spawn with either an awp or
an autosnipe, and will proceed to nail anyone who passes through their field of
vision. Therefore, be cautious when passing the CT spawn. You never know if
someone is watching.
8- The Easter Egg room!!! From the CT spawn, in spectator mode, strafe to the
right side of the spawn and move forward. You'll find a secret room with a
statue of... a giraffe?
|| 4.1.7 de_prodigy ||
----------------------
Level Info: Prodigy takes place in a run down science lab, or something along
those lines. The terrorists must get in an plant a bomb, while the CTs must
merely camp and hold off the terrorists. This level has great spots for both
sniping and all out combat, and requires great teamwork from both sides.
Terrorist Strategies
--------------------
Rush Tunnel - This method is done far too sporadically, as it works very well
most of the time. The terrorists simply rush the tunnel, but rather than camp
by the entrance, start throwing smokes and flashes in. Once it's sufficiently
obscured, have the team charge through. Most snipers won't be able to function
under these circumstances, so you can get in. It probably won't work twice in
a row though.
Camp Tunnel - Simply stay at the outer edge of the tunnel. Poke your head out
occasionally and take a shot at where you think enemy snipers will be hiding.
If your team has good snipers, you can win this way, but watch out for people
blocking you. It has been the death of many a good sniper.
Rush Bunker - Exactly like the tunnel, simply throw smokes and flashes then
hurl yourself into the fray. It's less sure to work at the bunker, but it can
be pulled off if done quickly and in large numbers.
Camp Bunker - Instead of rushing the bunker, do your best to sniper out from
within. The hole in the wall can be good for hitting many people, and the
angle can allow for some flexibility. Watch out for inside the bunker, the
bunker roof, and the tree, as many people will hide in them and crush you.
Counter Terrorist Strategies
----------------------------
Guarding the Tunnel - Have some people hide in the vent to be able to catch
a foolish terrorist force. Place snipers at the better sniping points
(mentioned below), and have some people hide behind the giant spools with SMGs
and Rifles. Don't leave the tunnel unless you're sure it's safe. Remember,
you're on defense, so you don't need to move. Let the Ts move. If they smoke,
either go guard a bomb site or hurl yourself into the fray and start shooting.
If you have an awp, fire blindly into the smoke, as you might hit a T more
often than you may expect.
Guarding the Bunker - Basically place yourself where ever you can't be seen
from within the tunnel, and camp. The tree, the switchbox, the bunker (both
the room and within), and both sides of the tunnel are all good spots. Just
don't rush out and let them come to you. If they smoke and flash, back up a
little. They'll bottleneck a little and you can get them.
*IMPORTANT* On Prodigy, you need to know when to expect Ts from the other side.
Occasionally call out and ask how the tunnel/bunker is doing. If you get no
reply, check the scores, as you can figure out from that whether or not
Ts will come from the back. If a whole lot of CT deaths are displayed, and you
don't see the deaths, that's another good sign to freak out.
Tricky and Useful Spots
-----------------------
1- Sniper spots in the tunnel. The large tunnel the CTs snipe down has several
great spots, and both Ts and CTs should know these so they can use them or beat
them, depending on the team.
1- At the stairwell. You're harder to see, harder to flash, and harder to
shoot.
2- When heading here from the CT spawn, the first set of spools on your right
can be shot through, just barely, and is rarely checked. Ts should take
special care to shoot here.
2- Bunker spots. The bunker has two unexpected camp spots that should be used.
First, you can jump from the roof onto the tree. Second, there is a little box
on the wall near where the CTs enter the bunker from. You can jump and stay on
this. You're a clear target in both of these places, but the Ts won't be
expecting you.
3- The vents. From the CT spawn and at the bomb site deep in the labs you can
climb ladders into the vents. These provide great methods of both quick
transport and unexpected attack.
4- The CT vent. The vent at the CT spawn has a large fan blocking it, and if
you climb up the ladder you can hide yourself with the fan and shoot incoming
enemies. It won't last long though, but you have a quick retreat.
5- The tunnel vent. Near where the T's enter the tunnel, there is a vent that
drops down into the tunnel. CTs can use this to catch Ts from behind, or drop
on top of them for an unexpected attack.
|| 4.1.8 de_tides ||
--------------------
Level Info: Tides is a huge, wide, low, and complex level. It is what appears
to be a Renaissance fair, and is packed with crap that makes it hard to see
your enemies. It features a great deal of close quarters combat and sniping.
It is also a very balanced level, with each bomb site requiring different
tactics to control.
Terrorist Strategies
--------------------
The key to Tides is that everything is connected to everything else. Basically
there are four rooms: A, B, T-Spawn, and the center room. Here's where you can
get to from each room.
A - B, T-Spawn, Center Room
B - A, Center Room
T-Spawn - Center Room, A
Center Room - A, B, T-Spawn
So basically, you can get anywhere from anywhere, which makes it *VERY* easy to
change your plan each round. If you go from T-spawn to A, make sure you smoke
the tunnel exit so you don't get sniped, and that aside, everything depends.
You can conceivably run into enemies at any time, so be constantly prepped.
More important than planning your attack is being able to change your personal
plans on a dime, so as to keep the CTs guessing. Making good use of the spots
mentioned in Tricky and Useful Spots will be more likely to assure victory.
Counter Terrorist Strategies
----------------------------
The key to playing as a CT on Tides is to guard as much as possible at once.
From your spawn, you can either head to A and snipe, head straight to the
center room either low or high, or go through A to reach the center room from
the side. Try different things each time, even consider camping B. CT victory
is, for once, derived from splitting up and trying to cover everything, since
a single CT can often hold his ground easily even against many T due to level
design. Just try to go where others aren't, and try to catch Ts off guard and
you'll do well. The exception is when the bomb is planted. When that
happens, don't expose yourself until you have some backup to defend yourself
at the bomb.
Tricky and Useful Spots
-----------------------
Of all the maps, Tides has possibly the highest number of great hiding spots,
and keeping track of them all isn't easy, so keep your wits about you.
1- The truck. You can jump in the back of the truck at the T spawn, which is
rarely expected, but pretty boring. Just be careful that no one is hiding
there when you pass by.
2- The T's center room spot. I love this spot. It makes the T almost
invisible, while giving you a great view of the enemies. When you run from
the T-Spawn towards B, you'll enter the center room. Instead of running down
the tunnel or up the side, go in between them. By standing still, facing the
wall, and looking through the wooden board and the stone floor. You're in the
right spot if a red and white road block is in your way. Shoot it and watch.
You'll be *VERY* hard to see, hard to shoot, and you can easily head shot anyone
who tries to come to the center room from upper B.
3- Bombsite B. Camper heaven. This place has so many great spots, and they're
all easy to reach. You can climb very high into the trees, along the walls, or
hide behind walls that jut out. This makes B hard to get into, but easy to
control. Try experimenting here, you may be surprised by the number of great
hiding spots.
4- CT snipe. By heading up the stairs from the CT spawn, you can reach a great
spot that lets you freely snipe towards the Ts A access. This is a pretty
obvious spot.
5- Counter Snipe. If you can get into A, either by slipping past snipers or
entering from the center room, and you have a gun with a good zoom, you can
eliminate CT snipers. The door to A from the center room has three paths you
can take from it. Right to the snipers, down to the grass, or left to a dead
end. You guessed it, you can see over half of the sniper space from this dead
end, and you're *VERY* hard to see, not to mention the snipers can't afford to
check there often. So take a seat and unseat the CTs.
6- Every entrance and jut. Throughout this level, you can hope onto little
ridges on the walls. Also, the walls jut out all over the place. Therefore,
you can almost always hide behind a while or next to a door, and it'll take
several people to find you. These are great if you're retreating and need
to cover your team.
|| 4.1.9 de_train ||
--------------------
Level Info: This map takes place between a pair of trainyards, in which the
terrorists are attempting to bomb one of two trains that hold a large,
spherical, yellow tank. Counter terrorists must stuggle to cover the large
area, which is easy since the terrorists have choke points, but the level
is so complex that once one terrorist gets through, they can often wreck
havoc single handedly.
Terrorist Strategies
--------------------
The Stairs - From the T spawn, there is a staircase in the nearby wall.
Going up here gives you two options. Firstly, you can continue the full
distance to the B Trainyard, or climb down a ladder midway to enter the A
Trainyard. Going A is pretty risky though, since a CT is almost bound to
keep an eye on the ladder. Going B works far better in most instances, as
CTs often devote far more of their team towards covering A.
Into A - Just past the stairwell in the T spawn is a massive doorway that
leads out into Trainyard A. If you rush through here you can probably make
it through safely, but it is difficult if you wait too long, since the path is
large and easily guarded once the CTs reach the A trainyard. Amass enough
people and it will work, or simply get through quickly.
Into Far A - At the very far side of the T spawn is another path. This area
is pretty easy to get through, since a single smoke will cover the hallway,
which is nearly mandatory since you can be shot at. From here, you can either
plant A or head on past and plant at B.
Counter Terrorist Strategies
----------------------------
Cover EVERYTHING - Train is very complex, but the Ts begin with a very limited
selection of paths. Each can be easily held, but if you leave an opening, the
Ts will get through and destroy you. If you don't see many people going one
way, join them. It may be tougher without a lot of people, but it's not too
difficult to guard a choke point.
Tricky and Useful Spots
-----------------------
1- High planting. You can jump onto a train bed to plant to bomb, which will
slow down other players, and often confuse newbies. Try to do this every time.
(I've always wanted to try planting on the very top of the yellow tank, but have
never had the chance. Could someone climb up there [getting a boost] and verify
that the bomb can be planted up there?)
2- T-Spawn. All around the terrorist spawn are great camping points. Try
behind the truck, on the big dumpster, behind the fence, up the stairs, and in
the shadows behind the dumpster.
3- A-Trainyard high ground. At the A trainyard, you can climb a ladder to get a
nice spot that overlooks most of the yard. You can make this better by walking
along the metal beams to hide in the upper corner.
4- The pipes. From the CT spawn, take the most direct route to A and you'll go
up some steps. To the right of those steps are some pipes, which you can climb
on from the top of the steps for a nice defensive spot.
5- When taking the direct path from B to A, you will notice a large tank with a
pipe coming out the back of it in an L shape. You can use this to get up on the
tank, and then turn around and jump onto the fence behind you.
6- Boosting. At the bomb sites, you can boost someone onto the yellow tanks by
having one person crouch, having another stand on them, then having the lower
person stand up. This is great, because no one EVER looks up there.
7- Under and over. Most of the trains have ladders and empty space beneath
them. These can be useful when trying to escape, or to camp.
-------------
:: cs Maps ::
-------------
|| 4.2.1 cs_compound ||
-----------------------
Level Info: Compound is exactly what it sounds like, a compound. The counter
terrorists must break into this heavily guarded building, and rescue hostages
from a shed in the back. It is extremely difficult for the counter terrorists,
as the terrorists have a wealth of sniping points, as well as great chances to
catch CTs off guard. From the CT spawn, a warehouse, you can either head to
the right, through the crates, to the left, past the gate, or over the trash
in the wall in front of you.
Counter Terrorist Strategies
----------------------------
1- Go past the crates. This is a very common method. Basically, just slowly
force your way around to the back side of the compound and hope for the best.
Bring some smoke with you, as it's very difficult to pass the open gate
without being slaughtered. Be ready to shoot snipers in the upper windows,
and avoid pressing up to the walls, as people can shoot through the cracks
between crates and the walls.
2- Break past the gate. This method is iffy. On the one hand, the Ts rarely
converge here as often as at the crates, but it's sniper heaven for the Ts.
Keep your wits about you, as there are sniping places here not only in the
windows, but on ground level, using shadows and trucks to conceal themselves.
Also, your feet can be seen under the gate, so they'll quickly see you coming,
and maybe even blast you through the gate. On the other hand, if the whole
team swarms here, you can probably catch the Ts completely off guard and earn
a sweeping victory.
3- Up and over. This is tough, because the Ts guard the walls like hawks. If
you throw plenty of flashes and maybe some smokes though, the CT team can
climb over the compound walls and slip into the building for an easy takeover.
Also, you can have someone crouch by the dumpsters to get a boost over by the
gate. Just be careful, as this won't work often, and you need a lot of flashes
to pull it off.
4- They're camping the hosties! Once in a while, the CTs will actually win.
The T response is to camp in the little hostie shed, making it very hard to get
in. I've seen this happen with over seven Ts in the building, and the results
were hideous. Do NOT blast through the walls. Yes, it will work, but you'll
kill hosties and lose money, and who does that when there's a safer method?
Refer to the tricky and useful spots section to find out how to get on the
roof for a rish free cleaning.
Terrorist Strategies
--------------------
1- CAMP! Seriously, that's all there is to this. You're on defense and have
the upper hand, so hang tight until the CT numbers fall. Snipe from the upper
levels, hide where you can on the ground. Counter attacks from the three main
attack points. It's really hard to lose this one.
Tricky and Useful Spots
-----------------------
1- The CT Spawn is a surprisingly good spot. You can see many of the upper T
sniping points, but you'll be shrouded in shadow.
2- Up on the roof. To climb onto the roof of the hostie shed (or the crate next
to it), hop on the bed of the truck, then jump on the top of it, then on the
bar. From here, if you pull out your knife, you can jump-crouch onto the shed's
roof, or the nearby crate.
3- Just past the gate, there are several pipes jutting out of the compound. You
can hide in these, and the grass makes fantastic cover. It's an excellent
hiding spot, especially if you just broke into the compound as a CT.
|| 4.2.2 cs_havana ||
---------------------
Level Info: Havana is an odd level, in that it changes each round. There are
four paths, which I have numbered from right to left from the CT spawn. 1
is to the right of the spawn, and leads out to the garage. 2 leads to the foot
of a stairwell. 3 goes to the center of the courtyard. 4 leads past the
window and into the second courtyard/garage. Two of these four will be open
each round, and it forces players to change their strategies from round to
round.
Counter Terrorist Strategies
----------------------------
1- Path 1 leads to the garage, which has two good points. First, you can bust
into the garage, but more importantly, there is a little niche just past the
garage. If you get in here, you can climb a pipe up towards the hostages.
A good strategy for here is to have someone slip up the pipes while the rest
of you open the tunnel. Once the hostiles are rescued, they can fall down into
the garage and be quickly taken to freedom.
2- Two has two choices. Firstly, you can rush out, which will let you into
the courtyard and up the stairs quickly, but many terrorists guard this, so
it may be better to hide. Eventually, terrorists will either leave or get
curious and peek in. It's dark inside, so you can easily pick them off.
3- Three is a simple bust in area. You'll probably get holed up in here, so
just do your best to break out. There will probably be Ts both on the ground
and upstairs, so be cautious. Also, if you can convince the team, rush through
here and turn left. Run up the stairs as fast as possible. If done, you will
often keep the Ts from getting started before the hosties are rescued.
4- RUSH THIS!! It's very simple, this is a focal point, and if open, you
should rush it. Terrorists can get out here *VERY* fast, so if you don't run
quickly then it's highly likely you'll be overrun from behind.
Terrorist Strategies
--------------------
1- This is hard to guard. This is because the CTs will often slip up the pipe
to save the hosties. Therefore, try to nail any CTs that pass by, and make sure
that someone stays up top to guard the pipe.
2- Just crouch at the top of the stairs. It'll be hard for the CTs to break
through. If they try to smoke it, just enter the smoke and use it as cover
to reverse the attack.
3- Do whatever you can. Sometimes this will be poorly guarded. If not, just
stay either up or to the side and try to keep the CTs from getting through.
4- If the window is open, tell everyone, because this is the focal point. If
the window is open, charge it and get everyone out there and rush the CTs.
They'll probably break through if you camp, so get moving here.
Rushing? - Although it seems counter intuitive, if you can get the team in
agreement, then rush the CTs like mad. Done properly, you can keep them
from leaving the spawn, which will completely unbalance the map. Mind you,
this requires a ton of teamwork, so make sure everyone is with you.
*NOTE* If you want to snipe from the window, wait for other Ts to get out.
Tricky and Useful Spots
-----------------------
1- The car at 4. In route 4, there is a car. If you can rush fast enough,
this car can be used as a shield, just crouch. It's amazing how rarely
people will edge out to shoot you, for fear of getting shot by your back
up. This works well for both teams, so run fast. There is also a car
like this outside the garage, but it's less useful.
2- The dark space. In the garage, there's some shadow-covered rubble
in the back. Camping here is very useful if you can get here, regardless
of your team.
3- The partitions within many of the hallways are rarely checked, so in a
pinch, duck into these and catch your foes after they pass you by.
4- Both hostage rooms have windows/bars that can be seen through. Using
these, you can either shoot into the courtyards, or shoot in to stop people
inside.
5- In the courtyard with entrances 2 and 3, you can get onto a small platform
just next to and above entrance three. You'll be hard to see and you can catch
people off guard easily.
6- When the second path is open, a CT can climb on the oven and leap onto the
refridgerator. This allows you to look out the door, but people often won't
see you here until they've been blasted in the head.
|| 4.2.3 cs_italy ||
--------------------
Level Info: Italy puts counter terrorists in the winding Italian streets,
trying to rescue hostages from a little building uphill. It's a complex level
with many paths and tricks.
Counter Terrorist Strategies
----------------------------
Heading Left - If you head left from the CT spawn, prepare for slaughter or
siege. From the left, terrorists can pour out of the upper door that leads
to the cellar, or they can rush along the ground, or climb up high and snipe
you. If you go this way, you can either try to go up the stairs and force
your way down into the cellar, or you can stay on the ground, which takes you
along a straighter, if more dangerous route to the center of the Terrorist
encampment. If you go through the cellar, you will be dumped out at the bottom
of the stairs leading up to the Ts.
Apartments - To the right of the spawn is apartment access and the market.
To get to the apartments, climb up the stack of logs, and into the apartments.
Doing this requires a mixture of weapons, as terrorists may rush the
apartments, which forces up-close weaponry. However, as you leave the
apartments, you'll have to deal with far off snipers, so rifles and snipers
are useful. Just be cautious in the building, and NEVER block anyone. Blocking
in the apartments will kill your teammates, and probably yourself eventually.
Market - If you bypass the apartments, you'll enter the market. From here you
can either head to the center route or up the long hallway. The hallway
is typically being sniped, so it is recommended that you take the center
instead. Heads up, the Ts can get here VERY fast, and will cause lots of
trouble if you aren't ready to fight the whole time.
In The Compound - Once you reach the terrorist compound, you still need to nab
the hosties. If you get in from the apartments, snipe down towards the T base,
as you won't be expected. If you come up the hallway or from the center
stairs though, get ready for hell. The Ts can camp this place VERY well, so
have lots of people go at once. Keep an eye on the building as you come up,
as snipers stay up there a lot. Try throwing in HE grenades and flashes.
Often the Ts will surround the central entrance and try to gun you down as
you enter, so nades and teammates are VITAL for getting in safely. Even then,
you have to deal with the difficult task of getting into the building itself.
There are two ways in. The door, or through the window. Both can be easily
guarded, so flash before getting in too deep. If you can, grab a shotgun off
of any dead Ts (or CTs), as they're VERY useful in the close quarters of the
building. If you can manage to get the hosties safely, make sure you have
scouts lead the way back, and be wary of the CT spawn, and some Ts will camp
there and try to pick you off as you bring the hosties.
Terrorist Strategies
--------------------
Camp - This is a good one. Get SMGs and shotguns to guard the building and
grounds, while using snipers to guard the long hallway and apartment. If you
load the building with shotgunners and SMGers, you'll probably manage an easy
victory.
Regular - Just spread out and try to impede the CTs. This is very common, and
works well. Just pick your style, close, medium, or long range, and pick a
spot where you can do it. Easy as pie.
Rushing - This isn't easy, but can work. Coordinate mass rushes to the market
and through the cellar, and you can often stop the CTs in their tracks. Just
make sure everyone is moving together.
Tricky and Useful Spots
-----------------------
1- The upper building. If the Ts run to the apartments, they can climb the
boxes, jump to the door frame, then leap up onto the platform high above the
apartments. This is great for stopping the CTs going left, and well as any who
get through the apartment.
2- Long hallway hiding spots. In the long hallway, hide on the catwalk near
the T spawn or next to the tree. Often invading CTs will be so worried about
snipers that they won't notice you hiding there, and you can cap them from
behind with relative ease.
3- CT spawn. If you go to the very back of the CT spawn, you can shroud
yourself in darkness. Great with an autosnipe.
|| 4.2.4 cs_office ||
---------------------
Level Info: The office is a very small, compact hostage situation. The CTs
spawn in a small garage and must break into the office complex and nab the
hosties. Easier said than done, as the terrorists can camp, rush, or swarm
the office easily, creating a very dynamic level.
Counter Terrorist Strategies
----------------------------
Normal Swarm - Just run out the apartment and take any and all paths into the
office that you can. There is a side room with multiple access windows, as
well as a front door and several sniping spots in neighboring buildings which
you can use to shoot into the office. If you make it in deep, just force your
way into the heart of the office and either nab the hosties or slaughter the
Ts.
Back Defend - Often the Ts will rush the backside of the garage to take the CTs
from behind. Always have a few people guard this. Use the boxes, dumpsters,
walls, and even the car for cover and slow their assault.
Back Rush - Instead of sending most to the front and the rest to guard, send
the whole CT force in the back, rushing the terrorists far more rapidly than
normal. This is hard though, as you need a large force, especially if the Ts
choose to rush back.
Terrorist Strategies
--------------------
Full Camp - Stay at the very heart of the office and guard the hosties.
Often the conference room is totally filled, and the back entrance hallway is
practically swarming with a mass of Ts. Arm yourselves with shotguns, SMGs,
and when affordable, the bulky machine guns. In the close quarters of the
office, these are deadly tools. Just watch out for CT nades.
Back Rush - From the office, hurl yourself towards the CT garage from the
back side. Done properly, you can quickly wipe out their defenses and hunt
those that made it into the office from behind. This is a brutal and often
used tactic. Make use of it, but don't rely solely on it.
Regular Camp - Spread through the office and hold it. There's more tolerance
if your people start going down, but you have less compressed forces. This
is, however, a very effective method.
Tricky and Useful Spots
-----------------------
1- On the dumpster. If you're a CT guarding the garage, you can use the boxes
to climb up onto the big dumpster in the middle of the garage. You're not easy
to see here, and can easily waste your foes.
2- Sniping from the car. Once again, if you're a CT guarding garage, get a
sniper and jump onto the car at the back. You can hit a ton of Ts as they
bottleneck coming through. On my second day of playing, I was able to score 7
kills in one round with this method, which should give you an idea of how easy
it is to pull off.
3- In the dark hall. Towards the front side of the office is a dark hallway
that can be used to get into the office safely. If you like, you can hide in
here and nail unsuspecting visitors. But it's very rarely used.
4- The back hall. When getting into the office, the Ts often pile up in a big
hallway that leads to the back of the central office. They're all over here
normally, so be careful.
5- Machine gunnin'. In the center of the office, there is a blue hallway
that turns several times. Go in here and load up a machine gun. As CTs try
to slip into the central office, you can spray them down effortlessly.
6- Behind doors. Many of the open doors in this level leave tiny niches that
you can hide in. Very useful if the hosties are halfway out and you need to
guard them.
7- From the CT spawn there are two flights of stairs that lead into good
sniping rooms. Often, Ts will take the right hand one of these so as to
expose themselves less getting back into the office. If you hide in the far
corner, you can use the boxes to hide yourself and get unsuspecting terrorists
in the back.
8- In the front entrance to the office, there is a small exit sign. Hop onto
it from the boxes for a quick and easy kill. (Source: ShadeKun)
9- WHAT? To be honest, I can't get up here myself, but I have watched people
do it, and it works wonders. You know the windows overlooking the courtyard
behind the garage? Look out them and you can see several ledges on the far
wall. From the windows, you can hop around the right edge of the courtyard to
get over there. The first jump is very difficult, but if you can make it, you
get a delightful view into the office, which effectively covers half of the
level, since you can see hosties being rescued from here.
---------------------
:: 4.3 Custom Maps ::
---------------------
Counter Strike has plenty of fun custom-made maps, and I intend to cover the
better known ones. In the next update, I will try to add the upper tier custom
maps I've had the chance to play.
If you have a fun custom map I should add, send me an e-mail with a link to
a site where I can download the map. It would also be good if you could give
me the IP to a good server that routinely plays the map.
-----------
// 5 FAQ \\
-----------
Got a question? E-mail it to me and I'll add it in later updates.
zairoll@gmail.com
-------------------
// 6 Legal Stuff \\
-------------------
This written FAQ and guide to Counter Strike: Source is the sole property of
Ian McNamee. It was compiled solely through the author's own experiences with
the game, unless otherwise stated. All content used may be used with only the
express consent of the author, and may not be posted anywhere without the
author's permission. If you have any interest in using this FAQ on your site,
please contact me for permission at either of my e-mail addresses, or on AOL
Instant Messenger. I'll probably let you use it without questioning, so long
as you ask first and are willing to credit it to me.
--------------------
// 7 Contact Info \\
--------------------
E-Mail Address: zairoll@gmail.com
AIM Screen Name: zairoll7
GameFAQs Username: Zairoll the Squirrel
---------------
// 8 Thank You \\
---------------
ShadeKun: For your additional hiding spots, as well as error-correcting and
your great help on the weapons section.
BigRam: For the great strategies, hiding spots, and yet more weapon fixes.